DaFinker

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Apr 24, 2024
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Can't figure out an effective search term, so I'll ask.

I'm finally getting back to this after more than a year - all of my saves were St. Patrick's Day 2024. :LOL:

This was the version of "Season 2" I was on when I last played: MyDorm-v0.15.1-S2C3.1-pc

Anyway, my "first choices" save was on a slide in the room with Martha and Emma before their first real tryst (the night before Emma's birthday) kicked off, while the other saves were on the "all the girls" end screen. When I opened, it gave me an error, but I rolled back a couple of times and things worked out. Started playing the next iteration, where the save was on the real endscreen, and I get thrown back to the confrontation as MC was pulling Eileen and Kiara out of their house to take home with him.

This brings up my question: when I try to use "skip", it asks me to skip to the next choice and just does, rather than doing the "normal" thing for RenPy and advancing quickly through the slides. I don't have the "skip unseen text" box checked, so if I want to see what intervenes, I need to use the control button on the keyboard instead. No - this isn't a huge burden, but I'm just wondering if I have the configuration wrong, or if this is what's intended. I wanted to see how far back I was thrown, given it's been more than a year since I played, but the "normal" way of things isn't what I got when I tried to check in the way I usually would.

Here's the screenshot of the settings. So, do I need to play with something, or is it a "hold button to skip slide by slide, or press 'skip' to advance to the next choice" with no alternative? Just something to adjust to if that's the way the button/function was set up.
screenshot0001.png
 

xapican

Devoted Member
May 11, 2020
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Can't figure out an effective search term, so I'll ask.

I'm finally getting back to this after more than a year - all of my saves were St. Patrick's Day 2024. :LOL:

This was the version of "Season 2" I was on when I last played: MyDorm-v0.15.1-S2C3.1-pc

Anyway, my "first choices" save was on a slide in the room with Martha and Emma before their first real tryst (the night before Emma's birthday) kicked off, while the other saves were on the "all the girls" end screen. When I opened, it gave me an error, but I rolled back a couple of times and things worked out. Started playing the next iteration, where the save was on the real endscreen, and I get thrown back to the confrontation as MC was pulling Eileen and Kiara out of their house to take home with him.

This brings up my question: when I try to use "skip", it asks me to skip to the next choice and just does, rather than doing the "normal" thing for RenPy and advancing quickly through the slides. I don't have the "skip unseen text" box checked, so if I want to see what intervenes, I need to use the control button on the keyboard instead. No - this isn't a huge burden, but I'm just wondering if I have the configuration wrong, or if this is what's intended. I wanted to see how far back I was thrown, given it's been more than a year since I played, but the "normal" way of things isn't what I got when I tried to check in the way I usually would.

Here's the screenshot of the settings. So, do I need to play with something, or is it a "hold button to skip slide by slide, or press 'skip' to advance to the next choice" with no alternative? Just something to adjust to if that's the way the button/function was set up.
View attachment 4783007
Usually, when you check the box, then the options below get enabled, and it stops (if you clicked "after choices" )at the decision menu, if not and only skip is checked it fast fowards to where you left (to unseen text) not tested "skip button" though I use tab to toggle
 
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DaFinker

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Apr 24, 2024
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Usually, when you check the box, then the options below get enabled, and it stops (if you clicked "after choices" )at the decision menu, if not and only skip is checked it fast fowards to where you left (to unseen text) not tested "skip button" though I use tab to toggle
I'll experiment.

Do you know anything about save names? Can't find a toggle for it. All my saves were named, but then when I advanced and saved the advance, only the top left save on each page kept its name - all the others went blank. Fortunately I made a notation of the primary variable for each save prior to moving from Season 1 to Season 2, so I know what each is - but it isn't seeming to want to let me put the names back in. That's gonna get real old real fast...

Some VNs do a great job of letting you keep the save name in the spot you opened to play; others either forget entirely or suggest a name associated with another save. Name saves was probably the first function involved in personal computing - whey it's so fucking difficult with RenPy is beyond me.

NEVERMIND ON SAVES: Re-found the stupid damn little toggle again on the individual saves. Still beyond me wey each slot's name isn't persistent. Seems the most natural thing in the world to do.
 
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xapican

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DaFinker ; knowing Trope95 he'll answer you personally, all your questions, my french hit its end with your question about the save names, moreso since I don't use it in this AVN.
just don't expect an answer soonish guess it is still night on the old world. ;)
 
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Trope95

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Apr 11, 2022
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Can't figure out an effective search term, so I'll ask.

I'm finally getting back to this after more than a year - all of my saves were St. Patrick's Day 2024. :LOL:

This was the version of "Season 2" I was on when I last played: MyDorm-v0.15.1-S2C3.1-pc

Anyway, my "first choices" save was on a slide in the room with Martha and Emma before their first real tryst (the night before Emma's birthday) kicked off, while the other saves were on the "all the girls" end screen. When I opened, it gave me an error, but I rolled back a couple of times and things worked out. Started playing the next iteration, where the save was on the real endscreen, and I get thrown back to the confrontation as MC was pulling Eileen and Kiara out of their house to take home with him.

This brings up my question: when I try to use "skip", it asks me to skip to the next choice and just does, rather than doing the "normal" thing for RenPy and advancing quickly through the slides. I don't have the "skip unseen text" box checked, so if I want to see what intervenes, I need to use the control button on the keyboard instead. No - this isn't a huge burden, but I'm just wondering if I have the configuration wrong, or if this is what's intended. I wanted to see how far back I was thrown, given it's been more than a year since I played, but the "normal" way of things isn't what I got when I tried to check in the way I usually would.

Here's the screenshot of the settings. So, do I need to play with something, or is it a "hold button to skip slide by slide, or press 'skip' to advance to the next choice" with no alternative? Just something to adjust to if that's the way the button/function was set up.
View attachment 4783007
I'll experiment.

Do you know anything about save names? Can't find a toggle for it. All my saves were named, but then when I advanced and saved the advance, only the top left save on each page kept its name - all the others went blank. Fortunately I made a notation of the primary variable for each save prior to moving from Season 1 to Season 2, so I know what each is - but it isn't seeming to want to let me put the names back in. That's gonna get real old real fast...

Some VNs do a great job of letting you keep the save name in the spot you opened to play; others either forget entirely or suggest a name associated with another save. Name saves was probably the first function involved in personal computing - whey it's so fucking difficult with RenPy is beyond me.

NEVERMIND ON SAVES: Re-found the stupid damn little toggle again on the individual saves. Still beyond me wey each slot's name isn't persistent. Seems the most natural thing in the world to do.
Try these settings in the Menu tab for the skip thing
1745735661666.png
Not making the savename persistent for each slot makes sense. The save won't be the same as it was the last time you saved there. Since the interface isn't my doing, I trust Riam with that kind of design choice.
 

DaFinker

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Apr 24, 2024
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DaFinker ; knowing Trope95 he'll answer you personally, all your questions, my french hit its end with your question about the save names, moreso since I don't use it in this AVN.
just don't expect an answer soonish guess it is still night on the old world. ;)
I'm not worried about it. Just forgot how things were being done in this one - as you're probably aware, it's a pretty complex set of boards versus most and doesn't really do things the same way most others do. That may be RiamMar's signature style, the way others Modders have their way and their look. I get it - pride of product. But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc. That way if something is there, it's easy to find and I don't have to look for a small button on the corner of a save file slot rather than clicking the save itself and having a dialogue box open at the upper right of the page, like in most of the VNs I play with naming, though few of them seem to have perfected the concept of the "persistent name". Sancho did, but he's gone; I think Lightman has persistent names as well (will have to recheck Et***** to confirm), but few others have that, which is something I have trouble understanding. It would seem to be relatively simple "object naming" code: the save box is the object, you write the name, and the name stays the same until you edit it directly or delete the save file, effectively inactivating the box/object. With the modular concept of RenPy, you'd think that would be an easy, pluggable module that doesn't take a whole lot of customization.

Anyway, I'm getting close to a rant, so I'll stop. I'm a pirate, after all - no standing to make demands and bitching should be kept to a minimum. :LOL:
 
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Elhemeer

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Jun 20, 2022
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NEVERMIND ON SAVES: Re-found the stupid damn little toggle again on the individual saves. Still beyond me wey each slot's name isn't persistent. Seems the most natural thing in the world to do.
My experience is that the "persistent" save names is only on about 3/4 of the games that have save naming. And this one's unique in my experience, since the naming of saves is attached to each save and done after it's made, rather than something you do either before making the save or while making the save. It's still safer to only name it right after you make it, though.
 
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DaFinker

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Apr 24, 2024
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Try these settings in the Menu tab for the skip thing
View attachment 4783191
Not making the savename persistent for each slot makes sense. The save won't be the same as it was the last time you saved there. Since the interface isn't my doing, I trust Riam with that kind of design choice.
My experience is that the "persistent" save names is only on about 3/4 of the games that have save naming. And this one's unique in my experience, since the naming of saves is attached to each save and done after it's made, rather than something you do either before making the save or while making the save. It's still safer to only name it right after you make it, though.
I'll check out the settings. However, I'm not sure how others do it, but I have names like this:
screenshot0001.png
I save to the same slot I load from so that every time I load that save, it has the major parameters I've chosen as the "split" points for making that save and moving forward.

I'm not doing it in this VN, but if I were to do something like take every major iteration and save it at the end of a release, then pick up and make a new save as of the new release, what went into the new slot would get a new name, or at least a chapter/episode/release tag, but the underlying "major decisions" of the save wouldn't change, so having a name that stays the same makes the most sense, at least the way I play, and the way I suspect most people play.

Having to type in a save name every time, especially if you have multiple paths due to all of the potential branches involved in a VN with this much going on, gets cumbersome.

I screenshot my most complex page - pages 1-3 each have four saves, leaving room for expansion, with a pregnancy/no pregnancy iteration of each of two primary path variations on the page.

Maybe others really aren't tracking this way and just throw a save where they feel like it and they just know they're all a little different and what they get, they get. But, I have a more organized mind than that. Maybe I'm the outlier. Who knows. :LOL:

EDIT: Elhemeer - you posted as I was typing. Basically, once I save to a slot, I keep saving the same version to the same slot every time. There's no need to change the name once I've saved to the slot because that save is built upon the major branching decisions (at least decisions I thought could be major) at the point I created a separate save for a variance to/branch from a previous path. Retyping it every time just takes extra time, and the way the text boxes work, editing is a nuisance.
 
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johnpouljones

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Oct 17, 2023
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But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc.
I have the impression that you would like every car of each brand to have the same clocks in the same places. That all the levers and the cockpit layout would be identical. This would make it much easier to change from one car to another. The same in Rolls-Royce and little Fiat. ;)
 
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Trope95

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Apr 11, 2022
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I'm not worried about it. Just forgot how things were being done in this one - as you're probably aware, it's a pretty complex set of boards versus most and doesn't really do things the same way most others do. That may be RiamMar's signature style, the way others Modders have their way and their look. I get it - pride of product. But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc. That way if something is there, it's easy to find and I don't have to look for a small button on the corner of a save file slot rather than clicking the save itself and having a dialogue box open at the upper right of the page, like in most of the VNs I play with naming, though few of them seem to have perfected the concept of the "persistent name". Sancho did, but he's gone; I think Lightman has persistent names as well (will have to recheck Et***** to confirm), but few others have that, which is something I have trouble understanding. It would seem to be relatively simple "object naming" code: the save box is the object, you write the name, and the name stays the same until you edit it directly or delete the save file, effectively inactivating the box/object. With the modular concept of RenPy, you'd think that would be an easy, pluggable module that doesn't take a whole lot of customization.

Anyway, I'm getting close to a rant, so I'll stop. I'm a pirate, after all - no standing to make demands and bitching should be kept to a minimum. :LOL:
One of the things I asked Riam when we were discussing the interface was for it to look less Ren'py-ish. My reasons for it? All the criticism in Season 1 about the game being "low effort" because I kept the standard Ren'py interface.
I was happy about the standard Ren'py interface, it did what it should do, but if keeping it would chalk My Dorm as low effort, keeping it wasn't an option. The game can be good or bad, funny or boring, but what it isn't is "low effort".
So getting a different interface, where things looked different, made the game look different too.
Is it perfect? Nope. It was Riam's first time doing a whole new interface in Ren'py (I don't envy him, having to deal with all Ren'py's shenanigans), but it's closer to what my vision of the game was when I decided I wanted a new interface.
Are there players who would prefer the standard Ren'py interface? Obviously. (Just a note: The standard Ren'py interface doesn't include savegame naming). When doing a game, choices should be made, and every choice will have people happy and unhappy with it.
Persistent savegame naming slots? You will be happy with it and other people won't.
You (not YOU specifically) can apply that to any change. Even something as simple as the main interface color.

Oh, and you aren't a pirate when it comes to My Dorm. You are playing the version provided by the dev, so it's not pirating.
 

DaFinker

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Apr 24, 2024
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I have the impression that you would like every car of each brand to have the same clocks in the same places. That all the levers and the cockpit layout would be identical. This would make it much easier to change from one car to another. The same in Rolls-Royce and little Fiat. ;)
The major elements of most vehicles are in the same places - I've driven many rental cars and worked at a car wash in high school - even got to do a US market Rolls, though there weren't many Fiats in the US in the 80s, at least not where I lived, and it had it's major controls in the same places as the Chevy's, Fords, Dodges, Toyotas, Hondas and even the Yugo that occasionally came through. You can get in pretty much any passenger vehicle in the US and know that all the pedals are all in the same place, know where to look for the shift, know that the turn signal (for those of use that have the decency to use it) and most of the other light controls are on the left of the steering column and the wipers and certain other controls are on the right side of the column, radio in the center of the console, A/C also in the center of the console, gauges in the same right to left order, etc.

Cockpit layout for aircraft is also very similar from one plane to the next - you don't want someone with the lives of potentially hundreds of people getting confused about where something important is when they are moving from one aircraft to another (yes, I'm aware most commercial pilots fly the same model every day of their lives, but good pilots know multiple aircraft). If having consistency and organization in semi-complex and complex environments is seen as odd, it's only seen as odd by those that have poor organization and for some reason live to be chaotic. ;)

I don't think I'm the outlier here, but you may be. :LOL:
 

e6mill

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Aug 4, 2022
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I was happy about the standard Ren'py interface, it did what it should do, but if keeping it would chalk My Dorm as low effort, keeping it wasn't an option. The game can be good or bad, funny or boring, but what it isn't is "low effort".
Good UX is rare. And the best UIs are the ones you notice the least - because they only exist between the time you decide what you want to do and it happening.
I say this as a general philosophy and not as any sort of criticism of either version of the UI. :)
That said, I'd rather you spend time on the story rather than redoing basic functionality that comes for free with renpy...
:shrug:
 
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Trope95

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Good UX is rare. And the best UIs are the ones you notice the least - because they only exist between the time you decide what you want to do and it happening.
I say this as a general philosophy and not as any sort of criticism of either version of the UI. :)
That said, I'd rather you spend time on the story rather than redoing basic functionality that comes for free with renpy...
:shrug:
That's why I didn't do it. Doing what Riam did myself would have meant months of work that wouldn't be advancing the story. Finishing the story always was (and is) my priority. If I had spent months doing a new interface, I would have lost the momentum of writing and perhaps abandoned the game due to frustration.
 
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